[quote]Why are you so threatened by my so-called "bashing the game?" Someone can't have a critique or an opinion of the game that isn't shared by you?[/quote]Are you unable to read your own thread title? How about "you're a crappy player" as my response instead, that wouldn't be very nice, would it? No, it wouldn't. I agree that PJIs need some work, and just because they aren't being reverted to their overpowered beta state doesn't mean they wont get changed. Even without superweapons
Foogsert
Awesome, we appreciate it (well, most of us do, anyways).
[quote]Perhaps you can provide a strategy for the man's problem.[/quote]He's willing to bash the entire game because he's unwilling to figure out how to deal with the issue despite there being more than enough info for it (in a sticky no less). Emergency Shelters and some defenders, or hangers+turrets if you don't want to leave ships there will handle most. I've seen 20 siege frigates stopped from killing a world by 3 cruisers, 5 frigates, and a hanger. They retreated with 7 frigates left, the w
I've never had a problem with (especially the AIs) siege frigate spam. So, yeah.
Go into the forge editor, players, and set the team index (0-9) so the players are on the same teams in the index.
I'm pretty sure it passes on if the host quits.
We're waiting for the extraction tools (or the non-binary files to be released, which I think Blair said he was putting up later tonight), there'll probably be population altering mods within a few hours of their release.
Retail and downloaded versions are the same.
They're quick and later on can bypass inhibitors, if you don't have bombers present to chase it, don't even bother. Advent can see your stuff anyways once they get a Revelation.
Got it here too: XP, Dual Core P4 3.2 Ghz, nVidia 6800 Ultra. Latest drivers.
Unless there's going to be a "don't go below 100 AM" threshold button, and a complete overhaul of drain-based abilities and upgrades, then the antimatter idea is really bad.
In 1.01, it capped at 2000. In 1.02, it was reduced to 15%, but will go to 2300.
The AI doesn't cheat in any way, shape, or form.
A thought: Make the max fleet cap 100 per planet, with a minimum of 2k. Scale the price of research with the amount added. I.e. a 40 world game would have a max cap of 4k supply, and fleet cap increase techs would cost roughly twice as much (upkeep scales naturally, so no adjustment needed there). The number per planet could be up for adjustment.
I'd like to re-emphasize the use of the Antarok when playing Vasari against Advent. Advent really rely upon the synergy between ships, and Phase Out can really screw with that synergy.
Phase Jump Inhibitors can do a fair number to slow them down long enough for a fleet to deal with them, and it wouldn't hurt to have them at more than just frontline planets. Outside of your own territory though, the best you can do is just start killing off planets until they come and fight.
There are several maps without pirates, and in 1.02 they added No Pirates versions of random maps. Just use the pirates to get free XP for your capitals, and mid-late game they aren't that hard to just kill off entirely.
The pause button pauses. ;)
Angry ex-girlfriends is the correct answer.
Fighters also do a fair amount of damage to LRMs and supposedly Siege Frigates as well (anything with Light Armor).
There's a long range jumps tech that lets you go between stars, simply order a ship to the other star once you have the tech.
It's strong, but all the Tier 8 techs can be pretty brutal. It could maybe do with toning, but just keep in mind the strength of things like Insurgency as well.
Set map to large or huge with 9 AI, and it'll take you longer than just about any other game's campaign. ;)
[quote]Come on. Making a phase jump inhibitor stop you from phase jumping past it deeper into a system in no way creates an "invincible fortress world" - that's the most ridiculous thing I've ever heard.[/quote]It doesn't innately create such a fortress world, no, but it makes them doable. You can just surround the PJI in turrets and hangers and you never have to worry about any other world beyond that one getting hurt so long as that giant ball of defenses still stands.
A cool idea, but it does seem to kind of step on the Phase Gate's toes a bit.